Modding discussion for Driver 2.
By l_SOAP
#33459
I've found some information about LEV files in EXE from demo, also the PCSX-Reloaded shown some offsets.

I'm written it in C-style macros, may be code looks like on the reflections PC's:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
hope it helps
By Lost Account #3408
#33460
SOAP wrote:I've found some information about LEV files in EXE from demo, also the PCSX-Reloaded shown some offsets.

I'm written it in C-style macros, may be code looks like on the reflections PC's:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
hope it helps
Hope so :( .
By Highster11
Registration Days Posts Posts
#33461
Very well, thanks! I think that that code is actually the define code which is in the .EXE file or this indicates which objects the .EXE will load in the game. Wow! I have an idea - if we re-written the code in the .EXE (which is windows or dos application, I think :wink: ) we may be able to convert it as a PC Version! :)
By Lost Account #3366
#33462
Highster11 wrote:Very well, thanks! I think that that code is actually the define code which is in the .EXE file or this indicates which objects the .EXE will load in the game. Wow! I have an idea - if we re-written the code in the .EXE (which is windows or dos application, I think ) we may be able to convert it as a PC Version!
It is not a windows/dos application, and also is not for our x86-type of processors. The PSX EXE works only on Playstation's MIPS R3000A processor, PC can't simulate it, only emulation, yet.

As first variant we can do a full reverse engineering of game. But it needs a (very) good knowledge of R3000A assembly.
As second is asking developers for opening source code under GNU GPL for 10th anniversary. But I doesn't understand about it's success

PS: Sometime on some forums I saw the fully reversed Gothic 1 engine. It was a tonns of bugs, but it's worked
By Highster11
Registration Days Posts Posts
#33467
No, no... I mean something another - to make a new .EXE, using some script from the demo`s exe you found. But, look:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
#define... It`s the code to define the object in the .lev files, I think. Well, I`m not too good at C++ to write scripts and something like that (shame on me :( )
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By MikuMikuCookie
Registration Days Posts Posts Posts Friends Avatar
#37281
Highster11 wrote:No, no... I mean something another - to make a new .EXE, using some script from the demo`s exe you found. But, look:
Code: Select all
#define LUMP_TEXTURENAMES 0
#define LUMP_MODELNAMES 1
#define LUMP_TEXTUREINFO 2
#define LUMP_ROADMAP 3
#define LUMP_PALLET 4
#define LUMP_CAR_MODELS 5
#define LUMP_MAP 6
#define LUMP_MOTIONCAPTURE 7
#define LUMP_MODELS 8
#define LUMP_SPOOLINFO 9
#define LUMP_ROADS 10
#define LUMP_JUNCTIONS 11
#define LUMP_ROADBOUNDS 12
#define LUMP_JUNCBOUNDS 13
#define LUMP_ROADSURF 14
#define LUMP_SUBDIVISION 15
#define LUMP_OVERLAYMAP 16
#define LUMP_CHAIR 17
#define LUMP_LOWDETAILTABLE 18
#define LUMP_STRAIGHTS2 19
#define LUMP_CURVES2 20
#define LUMP_JUNCTIONS2 21
#define LUMP_COUNT 22
#define... It`s the code to define the object in the .lev files, I think. Well, I`m not too good at C++ to write scripts and something like that (shame on me :( )
We could use this to get the 18 wheeler in Chicago MOVING
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By Maverick
Registration Days Posts Posts Avatar
#42954
Theres a program going about that can extract .lev files from the psx driver games, it's called biohazard file archive tool. Hopefully that could be of use to someone.
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By MikuMikuCookie
Registration Days Posts Posts Posts Friends Avatar
#42956
Maverick wrote:Theres a program going about that can extract .lev files from the psx driver games, it's called biohazard file archive tool. Hopefully that could be of use to someone.
Agreed
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By Fireboyd78
#43157
I checked out that program, it's totally useless. For Driver 2, anyways ;)
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By Dykemann
Registration Days Posts Posts Avatar
#43184
Clutch wrote:When the driver 1 modyfing research will be closed, next will be D2, won't it? :P
Hope so, hope so .
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By Fireboyd78
#43185
Dykemann wrote:
Clutch wrote:When the driver 1 modyfing research will be closed, next will be D2, won't it? :P
Hope so, hope so .
I highly doubt D2 is worth anyone's time.
User avatar
By RacingFreak
#43190
I don't think so, how you imagine modding D2? Once the D1 PSX level files get fully decrypted, we might be enable to import D2 files too. But modding.... and emulating modded D2, it's even way slower to do that, I think Driver 1 is the perfect engine. Anyway anything that isn't running emulated or so on is way better to mod.
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By someone972
Registration Days Posts Posts Posts Avatar
#43200
There are no plans to do any reverse engineering on Driver 2, as I will move on to other projects while maintaining the Driver 1 tools when (if?) I finish them. The only thing that would possibly happen is that if the levels use the same model format as Driver 1 PSX, but other than that nothing else will be done. Someone else could always start on it though, maybe the PSX level loading code could be a good starting point for someone.
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By Clutch
Registration Days Posts Posts Posts Posts Avatar
#43201
wait wait wait... YOU are the someone :P
Ok, however, don't you think that converting D2 levels to D1 PC wouldn't be interesting? :)
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By Fireboyd78
#43202
Clutch wrote:wait wait wait... YOU are the someone :P
Ok, however, don't you think that converting D2 levels to D1 PC wouldn't be interesting? :)
Highly impossible. First of all, Driver 1 doesn't support curved roads, so there's an instant fail.
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By Clutch
Registration Days Posts Posts Posts Posts Avatar
#43203
I thought that it will be able to pass it in some way. :(
You know - 2 years ago things which are possible now, wasn't possible even in our dreams ;)
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